Those min/max slot stats are very cool. I'm not sure they tell us that much, but I don't care, they're very cool!
I think there is some interesting information in there. I'll analyze the complete graph at the end (but everything will come with caveats).
Also, what exactly is the kill streak stat?
Chaining together kills of combat robots within a certain amount of time from the previous kill.
I think part rejection should stop actions for a time and be made slightly more obvious (like the collision warning).
I already added this in Alpha 3. It's on a 500ms timer (the same as the collision/trap warning), and won't let you move during that period. Increasing the timer length (1s?) would be a possibility because it's not as common, and unlike collisions/traps, you won't see a visible change on the map (only the log message and part drop sound) so you may be less likely to stop.
Start of -3. I've salvaged the situation to a degree. Looking dandy now. Also, the entrance is enclosed inside a secret passage. How bizarre.
Haha, that's hilarious. I didn't know that one was possible, but it makes sense based on the code; I should fix that.
Do you always carry extra treads? I didn't see any in your inventory in those shots, though they may have been beyond the end of the visible list. I would never want to be without them since they provide you with a lot of armor.
Also, yesterday I noticed something about your play style from the achievement values I've been watching, and discovered why you're getting beset upon by increasingly deadly swarms of robots: the central AI is considering you far too efficient and therefore a much bigger threat than all the other Cogminds (by
far). No one comes close to your efficiency in replacing damaged parts, and the enemy doesn't feel that it can do enough to stop you.
So basically the AI is working as intended, and has identified you as a ruthlessly efficient opponent that needs to be dealt with via strong response. That efficiency works in your favor in non-combat runs, but it's working against you in combat runs, because you're always in the enemy's face with a pristine build that's endlessly cycling parts. By comparison it thinks it's doing okay against Happylisk and Agroesch and thus they're reaching Access against less resistance.
Do the stairs on Access actually exist? I've had two games where I wandered around for a good half an hour before running out of juice. This is driving me mad.
The answer to that has been spoilered a few times on the forum before. (zxc's stealth guide tells you how to escape if you'd like to see.) Right now there aren't enough clues on how to escape--only one indirect clue if you've spent some time in Storage before. There will be more info to help with that added later; before then you could consider just reading a spoiler.
Also consider revealing the exit location via hacking or terrain scanners.